Shaleph O'Neill

Shaleph O'Neill
  • Doctor of Philosophy
  • University of Dundee

About

43
Publications
15,029
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369
Citations
Current institution
University of Dundee

Publications

Publications (43)
Conference Paper
The idea of the 'model user' is well established in Computer Science. However, the usual practice of establishing a model user might not be appropriate within the context of personal data where such models are potentially limiting and exclusory. The domain of self-tracking data art offers an alternative view on the concept of the Quantified Self. T...
Article
This paper develops ideas around cycling as art practice. The questions at the heart of it revolve around how new data technologies enable us to represent such experiences as artworks. Recent research in neuroscience has begun to establish the ways in which modes of perception are processed in the brain. Related research suggests that Synaesthesia...
Article
The representation of landscape has changed considerably in the arts since the nineteenth century. From the grand and sometimes fantastical paintings of the apocalyptic sublime, to the more topographically correct contemplative sublime; from the concern for light over form in impressionism, to the intensity of colour saturation in post-impressionis...
Article
This paper describes a collection of data-driven aesthetic explorations that investigate the concept of ‘cycling as art practice’ made possible through the use of self-tracking tools while journeying by bicycle into the landscape. The explorations draw upon the philosophy of the ‘Walking Artists’ and the concept of ‘the dematerialization of the art...
Article
Full-text available
Big data is an evolving term used to describe the variety, volume and velocity of large amounts of structured and unstructured data. It can offer useful insights at both operational and strategic levels, thereby helping organisations to move forward in times of rapid change and uncertainty. However, there are challenges in terms of how best to capt...
Conference Paper
This paper describes a collection of data-driven aesthetic explorations that investigate the concept of 'cycling as art practice' through the lens of 'quantified self' data-visualization. The explorations draw upon the philosophy of the 'Walking artists' and the concept of 'Deep mapping' and the focus of the work is on trying to visualize the exper...
Article
Full-text available
In this paper, we develop a new way of understanding interactions in blended spaces. We do this by developing ideas about embodied semiotics and then apply these ideas to the analysis of interaction in mixed-reality blended spaces (where the physical world and digital world are blended deliberately to provide new forms of interaction). We discuss h...
Article
Full-text available
ABSTRACT This paper ,examines ,the ,effect that changing ,arena ,(i.e. an immersive ,CAVE or head mounted,display) and adding,an augmented,barrier has on the sense,of place and,presence intwo photo-realistic virtual environments. Twenty eight subjects (17 male, 11 female) mainly,undergraduate ,students ,or staff took part. The paper ,summarises ,tw...
Article
A model of information interaction, based on the activities of disc jockeys (DJs) provides a valuable conceptual framework for working in large digital collections. Their processes and workflow demonstrate creative information behaviours that are transferable to other data-representations; as such the model represents a new take on read/write syste...
Article
Why are digital tools not replacing traditional sketchbooks? Described here is a research-led teaching project to explore the fundamentals of sketchbook use. An analysis of real world sketchbooks, artists' statements and semi-structured interviews is presented that reveals the complex of interrelated activities that sketchbooks support. Csikszentmi...
Conference Paper
Why are digital tools not replacing traditional sketchbooks? Our research explores the fundamentals of sketchbook use by thinking about them as Creativity Support Tools that could be digitally replicated.
Conference Paper
Full-text available
The paper describes our work in modelling creativity, in the hope of understanding the differences between those who use interactive technologies as party of their creative process and those who use traditional media.
Book
The author discusses the existing theoretical approaches of semiotically informed research in HCI, what is useful and the limitations. He proposes a radical rethink to this approach through a re-evaluation of important semiotic concepts and applied semiotic methods. Using a semiotic model of interaction he explores this concept through several stud...
Conference Paper
Full-text available
The aim of our work is to better understand the impact of interactive technology on the creative process. An important part of beginning this research is to understand how creative practitioners make sense of their own creative practice. This paper introduces work carried out using a kit based Repertory Grid Technique (RGT), to examine the conceptu...
Article
Full-text available
This paper describes the design, application, and refinement of a qualitative tool designed to study sense of place. The Place Probe incorporates a range of stimuli and techniques aimed at articulating a person's sense of place. It has been developed, used, and undergone three revisions. The paper describes the background to the choice of measures...
Article
This paper considers the concept of presence in virtual environments with respect to a Situationist critique of spectacularised urban space. The aim is to explore the concepts of space and place that have become bound up with presence research from an alternative critical viewpoint. The adopted Situationist perspective distinguishes between represe...
Article
Full-text available
This paper examines the effect that changing arena (i.e. an immersive CAVE or head mounted display) and adding an augmented barrier has on the sense of place and presence in two photo-realistic virtual environments. Twenty eight subjects (17 male, 11 female) mainly undergraduate students or staff took part. The paper summarises two experiments that...
Conference Paper
Full-text available
This demonstration presents findings from two studies on presence that use a new technology for developing photo-realistic virtual environments. Our studies have used a combination of qualitative and quantitative measures, and in doing so have pointed to the importance of exploring place as part of presence. The demonstration explores issues of pre...
Article
Human Computer Interaction (HCI) is a complex and multi faceted area of research that continues to defy description in simple terms. Although the name suggests that HCI is simply the study of human interaction with computers, it belies the diversity and growing number of these interactions within a culture increasingly saturated with computational...
Article
This paper describes the application and results of two studies using a qualitative tool designed to examine sense of place in relation to presence research in the BENOGO project. The 'place probe' incorporates a range of techniques aimed at articulating a person's sense of place, these include: verbal descriptions; sketch maps; salient features; s...
Article
Full-text available
The EC funded project BENOGO seeks to re-create real places using photo-realistic immersive virtual reality technology and in so doing investigates the nature of presence and sense of place in such environments. We discuss the first stages in our work investigating how far a sense of place can be created in a virtual environment and benchmarked aga...
Article
Full-text available
One of the overarching themes that unified the European Commission's Future and Emerging Technologies Presence initiative was the relationship between the creation of virtual environments and the subsequent measurement of the sense of presence experienced by participants. This continued dialogue builds on a tradition within the Presence community a...
Article
Semiotics, the study of signs, is a promising candidate for helping us to understand cognitive ergonomics. Applied to HCI semiotics brings with it new ways with which to understand interaction. The Revised Katz & Fodor (KF) model (Eco, 1976) is used in mobile phone interfaces to show how signs represent information about how an interface works. On...
Article
Full-text available
This paper discusses the development of a presence probe, a method that can be used to capture the components of real and virtual worlds, which impact upon a person's sense of place and presence. Our early findings indicate that it identified relevant issues, was quick to administer and was usable by a wide range of participants.

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